RPG Resources for Ship Officers in Ghosts of Saltmarsh | World Anvil

RPG Resources for Ship Officers

    The Captain, First Mate, and Quartermaster are generally charismatic officers. While the names may imply authority, remember that all Officers share the top of the hierarchy of a ship. Still, a ship would be amiss without a jack - of - all - trades to act as the right hand to the other officers. Without a specific responsibility during combat, these positions focus on supporting others and have the unique ability to take the Boarding Action, in which the entire ship participates. While their Available Actions are the same, differences lie in the Travel Role of each.  

Captain

Honorary: Captain   Available Actions:
  • Rally: Give a d6 Inspiration Die to an ally. A Charisma Check, DC dependent on the situation, is required. You may use this action only once per battle.
  • Assess: An Investigation check to locate any weakness of an opponent’s ship. If successful, you have advantage on your next attack or contest against them for the next minute.
  • Assign Position: As an action, you may immediately replace one officer’s position, promote someone to an officer position, etc. The target must accept this change. You may also use this action to relocate a number of gunners up to double your proficiency bonus to new cannons.
  • Board: Free Action. Give the order to Board. See Boarding for more information.
  Traveler Role: The Navigator helps plan the route for the ship and assists the Helmsman on their journey. Make a Nature/Survival check at each part of the day (5 total), against the same DC as the Helmsman's survival checks. You gain a +1 to Navigation checks if you have access to a map (you must recognize both where you and your destination are on it) Each success by the Navigator awards the Helmsman +1 bonus to their survival check.   Once the Navigator fails 2 checks, they are unable to give bonuses for the rest of the day.   Back to top  

First Mate

Honorary: Mr.   Available Actions:
  • Rally: Give a d6 Inspiration Die to an ally. A Charisma Check, DC dependent on the situation, is required. You may use this action only once per battle.
  • Assess: An Investigation check to locate any weakness of an opponent’s ship. If successful, you have advantage on your next attack or contest against them for the next minute.
  • Assign Position: As an action, you may immediately replace one officer’s position, promote someone to an officer position, etc. The target must accept this change. You may also use this action to relocate a number of gunners up to double your proficiency bonus to new cannons.
  • Board: Free Action. Give the order to Board. See Boarding for more information.
  Traveler Role: Shipmate The first mate is known to be a jack of all trades. As such, you are able to help more than normal. When you choose to assist another role in their responsibilities, you grant a +2 to their rolls, instead of the usual +1.   Back to top  

Quartermaster

Honorary: Master   Available Actions:
  • Rally: Give a d6 Inspiration Die to an ally. A Charisma Check, DC dependent on the situation, is required. You may use this action only once per battle.
  • Assess: An Investigation check to locate any weakness of an opponent’s ship. If successful, you have advantage on your next attack or contest against them for the next minute.
  • Assign Position: As an action, you may immediately replace one officer’s position, promote someone to an officer position, etc. The target must accept this change. You may also use this action to relocate a number of gunners up to double your proficiency bonus to new cannons.
  • Board: Free Action. Give the order to Board. See Boarding for more information.
  Travel Role: Cook A ship's cook is more concerned about preparing and keeping a balanced nutrition for crew than the actual food. Having a dedicated cook results in high quality rations: Having a cook decreases the chance of disease and promotes higher morale. After a full day of having a cook, anyone who ate their food may spend one free hit die on their next short rest. Benefit fades at the end of the day following.   Back to top  

Helmsman

Honorary: Mr. Recommended: Proficiency in Water Vehicles Restrictions: Cannot also be a cannoneer or master gunner   Manning the wheel, the Helmsman is responsible for safely navigating the vessel to its destination. While other Officers should weigh in on the direction of the ship, the Helmsman has the final say and makes the rolls. In combat, the Helmsman might be taking Evasive Maneuvers to avoid the enemy's cannons or ramming the prow directly into another ship. While most officers may only take a single action each turn during Naval Combat, you may also take a Bonus Action, which may only be used for your pilot checks. If you take a non-pilot action, then your pilot checks have disadvantage until the start of your next turn. Remember, don’t drive distracted!   Available Actions:
  • Evasive Maneuver: Dex/Str/Int Pilot Check with disadvantage: If successful, immediately add your proficiency bonus to the ship's AC and gain advantage on the next pilot check to contest a boarding check until the start of your next turn. 1/2 Speed next turn.
  • Come About (Evasive Maneuver Variant): Uses full movement, pilot check to succeed. The aft most section of ship moves to inhabit the hex forward to the one the bow was previously in, and the bow moves in a straight line over so that the ship extends perpendicular to its former orientation. ½ speed next turn. May cause overboard saves, and consecutive attempts are more difficult. See 'Come About' in the movement section for the full mechanics.
  • Ram: Ram your prow into another ship using your movement. 1d12 damage per hex traveled in straight line (that round, Max 10, Minimum 2), taking 1/2 damage back to your ship.
  • Boarding Check: Roll to try and grapple a targeted ship at the end of a turn the Boarding action was taken.
  • Pilot: Bonus Action Dex/Str/Int/Wis checks to steer. Ability dependent on what needs to be done (see Pilot Check section under Movement) If this bonus action is not made, ship will continue course but list with the wind (assuming no other factors) If you take a non-pilot action, then your pilot checks have disadvantage until the start of your next turn.
  Travel Role: Pilot When making a journey, this role is responsible for making the Best of 5 Survival / Nature skill checks each day to plan and execute a course. Anything that gives bonuses to navigation checks has the same effect on these rolls. Best of 5 checks throughout the day. If more successes than the DC (Base DC: 2), then subtract 1 day of travel from the total journey time. On a failure, subtract ½ day from the trip. See "Making a Journey" for more information. Checks are made with disadvantage if the pilot is not proficient in Vehicles (Water).   Back to top  

Master Gunner

  Behold your artillery, Master Gunman. While you roll attacks and damage for the cannons under your control the same as any normal Cannoneer, you have the unique ability to order any side of the ship to fire all their cannons at once in a massive Broadside. This devastating attack will be sure to satiate your appetite for destruction.   Feature: Automatically gain the Officer Position “Cannoneer” – together, these two officer positions count as only having 1. Cannons under your control require one less gunner than normal (min. 1).   Available Actions:
  • Call Broadside: (Recharge 5-6)
Broadside Mechanics
Broadside: Choose one side of the ship. Each siege weapon on that side may immediately attack, at disadvantage, a single target sized large or larger that is within its normal range. They may make this attack even if they are in the middle of loading. For every "1" that is rolled on a damage die, you may roll an additional damage die of that weapon ("Exploding Dice"). You may choose to use "Special Shot" within a broadside, but extra damage from these do not gain the "Exploding Dice" property.   Siege Weapons on other sides have disadvantage to hit on the turn this action is used. After this action, every weapon that participated must restart it's load time. The side chosen cannot broadside again until every cannon that fired has naturally gone through a their load time, regardless of broadside's recharge state.   The broadside also affects the ship as a whole. The Helmsman has disadvantage on their next pilot check. When either taking or receiving a broadside action, there may be a Pilot Check Save called. On a fail, Overboard Saves may be called for (DC = 6 + Modifiers).
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Cannoneer

Honorary: Mr. Maximum: 4 Cannons require men to man them, and men require other men to lead them. As a cannoneer, you oversee cannons on one side of the ship. Repairing misfires and giving extra guidance to your men, you have the final decision on which of your cannons will be fired at the enemy- and the distinct honor of making the rolls. That’s a lot of dice.   Feature: Oversee Cannons Select one side of the ship. If there are to be more than 2 canoneers, you should instead select a single deck and side. You may not select cannons that are already under a different cannoneer's jurisdiction. You are in control of all cannons that are assigned to that side, and count as one gunner for the sake of manning them. Firearm proficiency is not required to be a cannoneer. Effects that deal damage when you hit (Hunter’s Mark, Hex) onlytrigger if you are personally manning a siege weapon - not to cannons you are overseeing.   Available Actions:
  • Fire! Make any number of attacks with cannons under your control.
  • Concentrate: Move to assist another Cannoneer. While there, you may help man a siege weapon of your choice. If you have proficiency in Firearms, you may add your proficiency bonus to hit for whichever weapon you are manning. You may return to your position as a free action.
  • Repair: Using Tinker's or Smiths’ tools, make a check to repair a misfired cannon (DC= 8+ Misfire Score). The cannon does not need to be one under your control. Failure results in the cannon dropping to 0 hp. Must be proficient in the tools you use.
  • Assess: Investigation check to locate any weakness of an opponent’s ship. If successful, you have advantage on your next attack or contest against them for the next minute.
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Surgeon

Honorary: Dr Requirement: Medicine Skill or other Healing Means   The Seas are a dangerous place, Doctor, and the burden of life in Naval Combat lies on your shoulders. As crew are injured, you may use your action to attempt to get them on their feet again. Be sure to check out the Casualties section to better understand what your position may require. Remember, everyone on the other side is working as hard as they can to make your life hell. Have fun!   Available Actions:
  • Treatment (Medicine or appropriate tool Check): On a successful check and one use of a Healer’s Kit, you may return one crew casualty back to the fight. If your current crew count is not equal to your total, add one back (up to the original total) This action cannot be taken if you already have crew equal to your total crew. Reference Casualties for more information.
  • Example: During battle, 3 of your 30 crew fell (27/30 Crew). On a success, you may add 1 crew back, your new crew count being 28/30. Assuming no more casualties, you may take this action 2 more times returning the crew to 30/30, at which point this action cannot be taken.
  Traveler Role: Surgeon Spend your day treating the wounded or sick. Requires proficiency in Medicine or an appropriate tool. On a successful medicine check, 1d4 people may gain the effects of a Lessor Restoration Spell, with the added benefit of decreasing exhaustion levels by 1.   Back to top  

Boatswain

Honorary: Master   What a Doctor does for people, you do for boats. Only, your instruments aren’t as dainty, and boats can’t sue. Take your actions patching up holes and repairing sails- whatever you can to keep your feet dry. If you have a spare moment, fix a cannon or two. Everyone will thank you for it.   Available Actions:
  • Order Repairs: As an action, you supervise repairs. Choose to repair either the ship or the rigging. The ship recovers hit points equal to 1d4 + your level, or the rigging recovers 1d4 + your proficiency bonus. If you are proficient with carpenters’ tools, you may add your proficiency bonus to the HP gained (even if you already added it once). You may use this action 3 times per day. You may also use this action to attempt to repair a misfired cannon. Using it for this purpose does not count against the total for the day.
  • Assess: Investigation check to locate any weakness of an opponent’s ship. If successful, you have advantage on your next attack or contest against them for the next minute. You may add your proficiency modifier to this check, regardless of your proficiency in the skill.
  Travel Role: Carpenter Spend the day repairing the ship. The adventuring day is made up of 5 parts. For each of thosein which you did not spend time doing anything else (combat, other actions, adventure, etc.), make a Carpenter's tools check (DC: 15). On 3 passes, you may add 2d6 x your proficiency bonus HP back to the ship. You may split this between Ship and Rigging HP as you see fit. Assisting this role gives a +1 to each check that you are present for.   Back to top  

Arcanist

Honorary: Magus/Arcan Requirement: Ability to cast at least one spell   Some say cannons were invented only to let the mundane contend with the arcane. Arcanists are a central component of any successful ship- leaving port without one is considered foolhardy. While the other officers spend their time wrestling with the ship, take advantage of your own power to influence the battle. Climb to the crow’s nest and rain down fire or obscure your vessel in a well of fog.   Unlike other Officers, you may take full turns on the ship- but that does come with restrictions. While others are not constrained to any physical space, you are. You can’t cast a lightning bolt from the crow’s nest if the turn before you were helping below deck. Your turns on the ship act exactly as they do on land. This physical location overrides the lack of location most officers have.   Feature:
As an Arcanist, you may use ship turns as you own turn, taking full turns of actions, bonus actions, movement, etc. Your responsibilities to the ship include helping others with their roles, casting offensive and defensive spells, or doing whatever you deem appropriate.   Unlike normal Naval Combat, your location defines what actions are available to be taken- To take an action granted by an officer position, you must be in the Associated Location of the position that grants you that action. So, as a Pilot/Arcanist, you must move to the helm to take any actions associated with piloting. For information on how to take actions, and how to interact with other officers, see the Associated Locations Table in the Combat Section.   Available Actions:
  • Arcane Well: As an Action, you may begin concentrating on your magic. If by your next turn you have not lost concentration, nor failed a Dexterity save due to the ships movement, you may roll 1d4-1 (minimum result of 1), gaining a spell slot of that level to use only that turn. If you do not have access to the level gained, you instead gain the highest level you have access to. You may take this action a number of times equal to your proficiency bonus per long rest.
  • Note: As with all officer actions, this action may only be taken during Naval Combat.
  Travel Role: Lookout Lookout Responsible for making Perception checks to notice landmarks, obstacles, encounters, etc. If you have a lookout at the start of a Naval Encounter, you gain a +1 to the ship's initiative (even if the lookout missed the threat).   Back to top  

General Actions

These actions are available to any Officer during Naval Combat. This list is not exhaustive.
  • Any actions or bonus actions a character may normally take (Bonus Actions may be taken using the officer's action)
  • Give orders to Crew
  • Participate in Boarding
  • Ready for Combat: As an action, gain advantage on individual initiative if standard combat begins before the start of your ship's next turn.
  • Interact with anything on the boat
  • Brace Yourself: Gain Advantage on Overboard or Displacement Effect Saves until start of next turn
  • Man Cannons: Count as a person, may use specialized shots, etc.
  • Assist another Officer’s Action:
  • Help pull lines, handle ropes, etc. (+1 Pilot Check)
  • Assist Surgeon: Surgeon can make an additional medicine check for +1 crew. This check is made at disadvantage unless you have medicine proficiency, or another means of healing available.
  • Assist Boatswain: +1 to Check, add your Intelligence Score to the HP gained
  • Leave the Ship: Whether by Small Craft, Rope Swings, Jumping Overboard, Etc
Leaving the Ship
During Naval Combat, there are several scenarios in which you may leave your ship. As a result of overboard or displacement saving throws, embarking another ship, abandoning a sinking ship or taking a small craft. Leaving the ship during Naval Combat by any means causes you to become your own entity. Roll an initiative and take turns as you would in standard combat. While on your own initiative, you do not have access to Officer Actions. If you rejoin an allied ship, you regain your officer actions and follow normalNaval Combat procedures.   If you go aboard another ship during Naval Combat, they gain individual initiatives and locations same as yourself. However, as they are still on their own ship, they also have access to their Officer Actions.
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Comments

Author's Notes

As found in The Naval Code by BS_DungeonMaster, v1.0


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